Namespace Manus::Networking
Namespace List > Manus > Networking
Namespaces
Type | Name |
---|---|
namespace | Message |
namespace | Sync |
Classes
Type | Name |
---|---|
class | Client The basic Client Implementation. This class should be inherited from in order to make additions such as specific message listening. This can be done through the RegisterMessage function. Custom message types should start with ID's LARGER than Message.Type.CustomMessage. |
class | NetLobbyInfo Sample Lobby Info. |
class | NetObject This is the Networked Object behaviour, it contains the most basic required information on a Networked Object. The NetObject has information on Ownership and Ownership changes. It keeps track of all the Syncables and helps manage data changes and gathering. |
class | NetObjectManager This Manager ensures that all NetObjects (if used correctly) have Unique IDs. The NetObjectManager should only be used via the NetworkManager, Server and Client. Using it elsewhere may cause out of sync problems. |
class | NetworkManager The basic NetworkManager Implementation. There should only be one NetworkManager in a project. This class should be inherited from in order to use your own Client and Server implementation. This class handles generic functions such as Hosting, Joining, Object spawning and removing. |
class | Peer This class is what the Client and Server are based upon. It contains information and functions required for basic functionality. |
class | Server The basic Server Implementation. This class should be inherited from in order to make additions such as specific message listening. This can be done through the RegisterMessage function. Custom message types should start with ID's LARGER than Message.Type.CustomMessage. |
class | SimpleClient A sample Client implementation which can receive details about hosted games and utilizes the SimpleInterface. |
class | SimpleInterface A sample Interface which can be used to host or join a game. |
class | SimpleLobbyBrowser A sample Lobby Browser to display how one might want to show lobbies. |
class | SimpleNetworkManager A sample NetworkManager implementation which can be used to host or join a game with client/server specific implementations. |
class | SimpleServer This is an example of a Server implementation. It has lobby information, which it sends upon request. |
Public Functions
Type | Name |
---|---|
delegate void | ReceiveMessageFunc (LidNet.NetIncomingMessage _Message) |
Public Functions Documentation
function ReceiveMessageFunc
The documentation for this class was generated from the following file api/unity-plugin/Scripts/Networking/Client.cs